game-source/klik/server.qc

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#include "common.qh"
#include "server.qh"
#include "damage.qh"
#include "bodyque.qh"
#include "weapon.qh"
#include "client.qh"
#include "sz_watch.qh"
#include "mdl_player.qh"
#include "mdl_eyes.qh"
#include "act_player.qh"
#include "delays.qh"
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#include "mapents.qh"
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float max_clients;
// Various cvars [possibly] referenced by QC
float rocket_jump;
float sv_mintic, sv_maxtic;
float sv_gravity;
float sv_stopspeed, sv_maxspeed, sv_spectatormaxspeed;
float sv_accelerate, sv_airaccelerate, sv_wateraccelerate;
float sv_friction, sv_waterfriction;
float cl_rollangle, cl_rollspeed;
#define SV_FRAMES_BEFORE_SPAWN 3
void ()
main =
{
local entity walk;
/* Must be first. */
max_clients = 0;
walk = world;
while ((walk = nextent(walk)))
max_clients++;
sv_spawning = SV_FRAMES_BEFORE_SPAWN;
damage_init ();
bodyque_init ();
weapon_init ();
client_init ();
SZ_init ();
mdl_player_init ();
mdl_eyes_init ();
act_player_init ();
};
float players_frame_started;
void ()
StartFrame =
{
if (sv_spawning) {
sv_spawning--;
if (!sv_spawning) {
if (!intermission_head)
intermission_head = spawn_head;
if (!spawn_head)
error ("Unable to find a spawn point.\n");
}
}
SZ_frame ();
rocket_jump = stof (infokey (world, "rj"));
if (rocket_jump <= 1)
rocket_jump = 0;
sv_mintic = cvar ("sv_mintic");
sv_maxtic = cvar ("sv_maxtic");
sv_gravity = cvar ("sv_gravity");
sv_stopspeed = cvar ("sv_stopspeed");
sv_maxspeed = cvar ("sv_maxspeed");
sv_spectatormaxspeed = cvar ("sv_spectatormaxspeed");
sv_accelerate = cvar ("sv_accelerate");
sv_airaccelerate = cvar ("sv_airaccelerate");
sv_wateraccelerate = cvar ("sv_wateraccelerate");
sv_friction = cvar ("sv_friction");
sv_waterfriction = cvar ("sv_waterfriction");
cl_rollangle = cvar ("cl_rollangle");
cl_rollspeed = cvar ("cl_rollspeed");
PlayerStartFrame ();
players_frame_started = -1;
};
/* This is really called by QSG engines */
// void () EndFrame = {};
void ()
PlayerStartFrame =
{
if (players_frame_started == -1) {
/* First player after StartFrame */
players_frame_started = TRUE;
return;
}
if (players_frame_started)
return;
players_frame_started = TRUE;
delays_swapin_stats_all ();
};
void ()
PlayerEndFrame =
{
/* Unfortunately, a newmis can us damage this frame,
after our postthink has been called. Damn. */
/* We just force an update this frame for now. */
if (newmis) {
delays_force_update_all ();
} else {
players_frame_started = FALSE;
delays_swapout_stats_all ();
}
};